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Alfonsus72
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Well, at least in Civ2, wars uses to lenght a lot, your initial forces uses to be killed easily (if you have a competitive enemy, I mean), and constant replacements are needed, so resource embargoes tends to be quite effective in that case.
Anyway, I would prefer some realistic aditions like that of the "need oil to move tanks", cause its historical and not so complicated to simulate. "Need men to muster units" is also a must.
The example of the 1:1 map is simply ridiculous, with that logic you would prefer a game when every civ have a dize, and the one who more scores wons the game. Some simplification is badly needed, but realistic details make the game good and funny.
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Pagan
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Various
Nov 1999 time: 05:15
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I like the idea of requiring oil for support. Of course oil producing countries would sell me oil at a reasonable price, or would find themselves conquered faster than they could say “I surrender.”
There is always alcohol. Grow corn, make war! Oil crops could be used to make synthetic diesel. Expensive yes, but needed only until you move your army to an oil producing country and pound some sand up the @#$ of the leader who forgot to sell you oil at a “reasonable price.”
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Frugal_Gourmet
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New York City, NY, USA
Jan 1970 time: 00:15
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Big thumbs down for this idea.
Contrary to what is being stated here, this idea DOES add an extra level of complexity to Civ. One that, I might also add, does very little to make the game more strategically interesting.
Try this experiment: write out -- in complete detail -- how *exactly* this idea would be implemented and how it would work in the game. You'll find that it's much, much more difficult from a gameplay standpoint than it sounds.
Fortunately, anyone who's ever heard Sid talk about his game design philosophy should know this has a 0% chance of ever being implemented. Generally speaking, Sid doesn't add levels of complexity -- however seemingly minute -- unless those levels of complexity add a bevy of interesting choices and strategic variations as well.
Just be happy that a loss in oil means no new tanks can be produced. This is as complex as it will ever get in Civ.
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Frugal_Gourmet
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New York City, NY, USA
Jan 1970 time: 00:15
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quote: ... but I still don't see the complexity in the "no oil, your tanks don't work anymore" scenario. How's that complex? |
Well, to be fair, that isn't really the idea I was arguing against. And if the idea simply is: you lose ALL your oil and your tanks stop working, well, that really makes no sense either. Surely your tanks just don't stop working the minute oil supplies are cut off.
This idea really adds very little to the game, in my opinion.
But if you want to add a more "realistic" version, that's when it starts becoming unncessarily complicated. That's kind of what I was railing against.
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Frugal_Gourmet
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New York City, NY, USA
Jan 1970 time: 00:15
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I see what you guys are saying and -- believe me-- I understand the viewpoint completely.
You guys think it would be fun and add another (real-life) element to game play to have "oil" (and struggles to control oil) be a strategic element in the game. Surely it would be fun to have "oil" be at least a tactical consideration like it is in real life. And it wouldn't be complicated.
However, what I don't think you see is that this tactical element falls outside Sid's "focus" for the game and a very narrow focus for games is something Sid strongly believes in.
What you have here is a bunch of "resources" that are all treated equally by the game. And then you add one that is treated (and hence valued) differently. I don't know how you can't see that -- no matter how simple it is to implement -- this undeniably broadens the focus of the game. It loses some of the simplicity.
There are resources... and they are all treated the same.. except one has additional strategic value and is -- hence -- necessary to value differently. No matter how simple the change is, the complexity of GAME STRATEGY that must be used increases.
It may not be difficult to understand, but anytime the value of something changes in a strategy game -- the overall strategy for playing the game changes. So, you now you have players who have to take into consideration: resources, happiness, culture, technology, military, population, AND... (yes, AND) OIL. Why Oil AND resources? Doesn't the mention of resources cover it?
I submit that oil must be now considered separately from resources because OIL is no longer a generic resource. It's something DIFFERENT, and therefore it requires ADDITIONAL tactical consideration.
I still don't know if I'm communicating myself clearly, but this is why I think with almost 100% certainty that Sid isn't going to implement this feature...
In fact, I'll even make a small wager on it with you guys This is not going to be in the game because of the reasons just stated. Anyone wanna take the challenge?

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Alfonsus72
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I agree Frugal Gourmet. That kind of things won´t be implemented.
The most complicated resource management system of a Sid´s game, I think it was colonization (you have to commerce with concrete goods to earn 1 gold). Later Sid´s games, has been less complicated. I guess Firaxis is trying games based on "solid rules" (but the few and less complicated possible).
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